Commit Graph

1152 Commits

Author SHA1 Message Date
a96603f025 Merge pull request #12782 from smoogipoo/rework-hitobject-blueprints
Rename hitobject blueprints and tie them to HitObjects
2021-05-18 16:30:58 +09:00
de2900bc7c Merge pull request #12834 from Henry-YSLin/flip-mod
Added "invert" mod for taiko
2021-05-17 12:47:05 +09:00
f34637ea9c Renamed TaikoModFlip to TaikoModSwap 2021-05-17 11:04:01 +08:00
c4ae70a827 Revert "Renamed TaikoModFlip to TaikoModInvert"
This reverts commit 5972e43bc2.
2021-05-17 10:59:56 +08:00
a32f1ef35a Merge pull request #12811 from PercyDan54/hidden-code-cleanup
Remove obsolete methods in `ModHidden` and apply few touches
2021-05-16 22:07:45 +09:00
5972e43bc2 Renamed TaikoModFlip to TaikoModInvert 2021-05-16 12:51:40 +08:00
422a3b76b6 Remove unused using statements 2021-05-16 13:21:19 +09:00
cbc2a38b59 Move new mod to end to avoid reordering 2021-05-16 13:21:06 +09:00
3d83741a23 Separate Flip and Random 2021-05-16 12:03:03 +08:00
da13be6dd0 Trimmed trailing white space 2021-05-16 11:28:11 +08:00
3519398a22 Added "flip" mod for taiko 2021-05-16 11:16:12 +08:00
166974506e Duplicate implementions 2021-05-15 11:55:50 +08:00
f716fb0968 Remove bogus InternalChildren null-check
`InternalChildren` can't viably be `null`, and if it were, we have
bigger problems. The removed null-check was triggering false-positive
inspections further down.
2021-05-15 00:09:34 +02:00
ffb6135a1b Rework hitobject blueprints to take in hitobject models 2021-05-13 19:53:32 +09:00
207f7f1e56 Rename FramedAutoGenerator<T> -> AutoGenerator<T> 2021-05-07 00:31:12 +09:00
cf39178099 Use FramedAutoGenerator in Taiko, Catch, Mania
OsuAutoGenerator is not included in this change because it uses SortedList-like thing
2021-05-06 22:57:07 +09:00
4c9e94da2b Move context menu logic to base class 2021-04-28 13:43:16 +09:00
f2e56bd306 Refactor editor selection/blueprint components to be generic 2021-04-27 19:01:29 +09:00
e3398d8f1f Implement "classic" mod for all other legacy rulesets
Currently empty, automatically handled in game to not be selectable (see `Mod.HasImplementation`)
2021-04-21 09:14:33 +03:00
5ad2d0e759 Merge pull request #12439 from ekrctb/further-refactor-framed-replay
Further refactor FrameReplayInputHandler, simplify the template code
2021-04-16 17:16:09 +09:00
a965e8a75d Remove AutoGenerator workaround of now-fixed issue 2021-04-16 14:13:41 +09:00
119c9b4294 Fix placement blueprints not being correctly removed after a rolled back placement 2021-04-16 14:11:33 +09:00
85d2b1232a Refactor to abstract out strain logic into StrainSkill class
While it is the case for the existing official Skills, Skill implementations shouldn't be required to conform to a strain based approach.
There are other valid approaches to calculating skill difficulty that can be supported by abstracting the strain logic into its own StrainSkill class.
2021-04-03 20:52:39 +11:00
5b2dcea8a8 Refactor to encapsulate strain logic into Skill class
As strains are an implementation detail of the current Skill calculations, it makes sense that strain related logic should be encapsulated within the Skill class.
2021-04-03 20:47:43 +11:00
aec859b4d1 Merge branch 'master' into fix-unsafe-skinnable-sample-play 2021-03-18 19:51:46 +01:00
0c3c8141da Remove Expires and RemoveWhenNotAlive override 2021-03-18 19:39:42 +09:00
3bfde7341f Revert "Remove unnecessary overrides"
This reverts commit f4e508b570.
2021-03-17 17:14:53 +01:00
72c18fbdfe Restructure explosion animation to avoid resetting transforms on free 2021-03-15 21:21:52 +01:00
f4e508b570 Remove unnecessary overrides 2021-03-15 20:43:30 +01:00
58220481db Rename I{-> Animatable}HitExplosion 2021-03-15 20:39:02 +01:00
8b74666cc3 Add support for pooling explosions in taiko 2021-03-14 16:15:33 +01:00
f5a80e6269 Merge branch 'master' into taiko-judgement-pooling 2021-03-07 13:35:25 +01:00
ad1b86e33a Change LifetimeEnd idiom to Expire() for readability 2021-03-06 18:54:25 +01:00
8f4dadb06a Enable pooling for taiko judgements 2021-03-06 17:38:04 +01:00
06e42b4b4c Fix taiko leaving behind empty judgements on legacy skins 2021-03-06 16:02:20 +01:00
5b6018295d Merge branch 'master' into diffcalc/skill-mods 2021-03-04 13:06:26 +09:00
cd1c1bf534 Centralise cases of performing actions on the current selection
By moving this to a central location, we can avoid invoking the
EditorChangeHandler when there is no selection made. This helps
alleviate the issue pointed out in
https://github.com/ppy/osu/issues/11901, but not fix it completely.
2021-02-26 14:15:13 +09:00
dff1d80f39 Update HasFlag usages to HasFlagFast 2021-02-25 15:38:56 +09:00
66643a97b0 Add a list of mods to Skill class
Although this isn't necessary for existing official rulesets and calculators, custom calculators can have use cases for accessing mods in difficulty calculation.
For example, accounting for the effects of visual mods.
2021-02-20 20:37:44 +11:00
00574a5288 Use ISample everywhere in Skin GetSample lookup path 2021-02-18 18:32:28 +09:00
d3f0c0730d Merge branch 'master' into non-concurrent-sample-playback 2021-02-12 17:22:15 +09:00
68c20a2a37 Allow autoplay score generation to access mod list 2021-02-07 18:35:34 +01:00
37ef5c7072 rename SliderVelocity to ScrollSpeed 2021-01-29 15:04:55 +06:00
449f883be1 add SV multiplier adjustment to TaikoModDifficultyAdjust 2021-01-29 11:48:51 +06:00
dee0d3c33a Merge branch 'master' into apply-sv-to-taiko-hr-ez 2021-01-25 14:28:06 +09:00
de9d075f94 Initial sample + samplechannel rework 2021-01-19 17:11:40 +09:00
1b166d809e Adjust package titles 2021-01-18 11:08:03 +09:00
ec00aaef90 Add nuget deploys for all rulesets 2021-01-18 10:53:31 +09:00
9a22df2b88 Fix BPM multiplier not working in all cases 2021-01-12 17:50:22 +09:00
22a0f99f35 Add failing test 2021-01-12 17:49:21 +09:00